#blueprint

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wraith loom
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when the actor is destroyed

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and just draw from that variable

timid yarrow
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which variable am i going to use?

wraith loom
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what kind of mesh is it?

timid yarrow
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it's static mesh

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i did something but it didn't work

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i used integer

wraith loom
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Try static mesh variable

timid yarrow
lyric rapids
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how do i refrence the color and opacity of this text widget in a blueprint

floral stump
# lyric rapids how do i refrence the color and opacity of this text widget in a blueprint

#gaming #gamer #indiegame
This is a tutorial for how to change the widget text color in game via blueprints. This will allow you to change the color of text through gameplay elements such as low health or upgrading equipment. This is a quick tutorial and should only take a few minutes.
https://linktr.ee/justaguyproduction

โ–ถ Play video
lyric rapids
faint pasture
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timeline

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tick

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I think widgets get their own animation system

lyric rapids
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i dont know how to refrence the alpha tho

faint pasture
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get a ref to the textblock, right click it, dig around

lyric rapids
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right click where

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theres no refrence

faint pasture
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check that

lofty rapids
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while loop sweeney_activate

lyric rapids
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yeah it doesnt affect it all

faint pasture
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that while loop will run all in 1 frame

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you'll see nothing change over time

lyric rapids
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can i not put something like a yield return null in the loop somehow

faint pasture
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why do you have a loop on tick

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don't

lofty rapids
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just use the tick or a timer

faint pasture
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just Tick -> change the variable
or
Event -> play timeline -> timeline update -> change the variable

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for your use case you'll want timeline or the animation track approach

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tick would be used for something that continuously updates "chasing" a variable.

lyric rapids
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ok i changed it however its still not working

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which means the color and pacity refrence is not the one that changes the text color

lofty rapids
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so from my understanding this runs for each one of the gets ?

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the parse into array runs each time ?

versed sun
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called once per White Exec pin i believe

lofty rapids
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well the parse into array is pure

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and it made me rethink the use here

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i could cache it, but i just made it in c anyway

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but i just wondering if it ran for every get

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seems like it based on the post

main lake
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It works perfectly, thank you so much ๐Ÿ™

slim trail
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Hello, I'm having an issue with setting constrained components using a physics constraint. I have an object that I want to attatch with a physics constraint to my mesh, and I have selected a bone as part of the mesh component. But no matter what bone I chose, the object seems to teleport to a specific point in the floor that is not related to my mesh

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im not sure how i would go about solving this

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if I play as another mesh like Manny, it works fine, but the point on that spot in the map is still highlighted

tribal gazelle
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I'm having trouble trying to work out how to get this GetPlayerHUD reference. I can't seam to find it anywhere but would it be an actual function somewhere? I need to change the reference?

lofty rapids
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looks like a pure function

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are you saying because it's red, you need the right thing ?

tribal gazelle
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Well I am just not sure where to find the node or section to change the reference, as I need to change it.

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Reference viewer is disabled

lofty rapids
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how did you connect it in the first place ? and what is the other node ?

tribal gazelle
lofty rapids
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is it red because you changed the pin ?

tribal gazelle
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It's red because I am in the process of changing the references to fix the errors.

lofty rapids
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so you can refresh node for one thing

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might help

tribal gazelle
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But the reference is the old one

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Refresh node does not do anything

lofty rapids
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so break the link, how did you get it connected ?

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i would think you changed the node ?

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i'm not sure what your saying you have a function that returns something, thats not the right thing you need now ?

tribal gazelle
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It's referencing the old UI "W_HUD" need to change to "WBP_MainHUD" but I think I am just going to rebuild the widget instead of making a new one. Will eliminate the need for this entire process.

lofty rapids
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well you probably will have to change the output of the function

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you will probably see where it returns W_HUD

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and maybe change it

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looks like a function you made ?

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or you downloaded the stuff and your changing it ?

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if you changed the node on the right to take a different class now in HUD, then you would need to check that function and return the one.

quick imp
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Has anyone set an animation blueprint in a datatable and then pull it from that datatable and set it to the skeletal mesh in a character blueprint?
I'm trying to setup a characters datatable where a skin and animation can be set, then on spawn of the character. It pulls all that data and sets it. But I am having issues pulling the animation blueprint from the datatable

undone bluff
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if that doesn't work you can try deleting the variable and replacing it

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or go manually over each instance its used and swap it out

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hover your mouse over pins to see their types

tribal gazelle
thin panther
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just use source control instead of this odd backing up workflow

iron furnace
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Does anyone have a good basic tutorial for implementing a doom/retro style weapon system? I just need something really basic, and everything ive found goes super in depth or uses C++

trim matrix
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this skechfab 3d model only has 1 texture? how might i bind it to the model???

faint pasture
lunar sleet
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Clearly not the implementation, because those old boys had to get their hands dirty in C

austere ingot
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does Get All Actors of Class check EVERY ACTOR in the world to find the classes or does it already know the classes?

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if i have 5000 actors and class Xmpl exists 10 times, does Get All Actors of Class Xmpl only grab the 10, or does it iterate every actor in the world?

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and would get all actors with interface be faster?

lunar sleet
lunar sleet
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Interface msgs are not necessarily faster but can be less expensive since they donโ€™t necessarily load the actor right away. But you shouldnโ€™t try to optimize prematurely.

echo wren
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I am having a hard time making a space ship do what i want. Basically i have a pawn with a spring arm/camera that tumbles around it with the mouse. right now the root moved with Add Force on the forward backward. What i would like is to have the rotation of the root/pawn/sphere match the rotation of the controller/camera. i think doing this by using "Add Torque" is a good way.. but i cannot seem to impliment it. SHould i keep trying this methos or just use to add control imput? I was it to be a spaceship and like keep rotating or moving if no opposite force is added (which right now works with forward backward Add FOrce)

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i can get the difference of the two rotations (red - blue = green) and then when i feed green into add torque, the destination cube goes nuts

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so as blue moves towads red, then green should get smaller, but its like the torque is not applying correctly

short phoenix
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Is there a naming standard for Blueprint interface?

echo wren
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i have simplified it to 2 cubes. when i move the left one, source , i want the right one to apply torque or force or something (thats what i dont know how to do correctly) so that it wants to match the left one.

surreal peak
short phoenix
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Yeah like WBP_Foo.

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I'm using WBP_IFoo but I didn't know if there's something specific.

surreal peak
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BPI_ fwiw. But you are free to do what you find good as long as you stick to it

short phoenix
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Thanks everyone.

echo wren
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So BI_

surreal peak
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Yeah we do BPI

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As long as you stick to it, it doesn't really matter

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There is also Allar's style guide that you should find via Google.

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You can take inspiration from that too

hexed cloak
# lunar sleet This function has its uses but there are usually better ways to go about things

Get All Actors With Interface is far better than Get All Actors Of Class because it doesn't create a hard reference wherever you're doing the call.

From my testing, it doesn't call every actor, but don't have hard evidence of that besides it not completely shutting down when using it sparingly in a huge world with 10k+ actors.

I typically use Get Actors With Interface for doing what you're trying to do.

surreal peak
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GetAllActorsOfClass uses a hashed map to find the classes. It's not as bad as everyone says but still somewhat shows a bad setup. I don't think I have a single GetAllActors node in any of my recent projects

lunar sleet
surreal peak
lunar sleet
lunar sleet
surreal peak
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99% of the time, having a Manager Class/Component/Subsystem that has a list of those actors which add themselves to it and remove themselves from it via BeginPlay and EndPlay or similar is enough and overall allows for more control

hybrid blaze
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What is the best way to have a main weather cycle and have it affect different parts of the game like foliage, terrain, npc mood. Is it better to have it a static actor blueprint that runs the whole time the game is up or what is better?

spark steppe
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yes make it an actor

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and for materials you would use a material parameter collection which you update within that actor

hybrid blaze
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It would also require to have ability to retrieve how much time as passed inagme if the user closes and opens it later too, will that be possible too?

spark steppe
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then you can use the values from the collectin in your materials

hybrid blaze
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My confusion was there is a separate game instance that runs by default and heard few places that stuff like this is put there , but If I keep adding all things like this to the game instance, it could be very cluttered later on

spark steppe
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that's why you would make it an actor

hybrid blaze
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Got it

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Good to know my logic is correct

hexed cloak
random pulsar
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is it always like this ,when a solo developer no matter of experience makes a game,he thinks its a trash?

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Or there is a point in experience if you reach it you consider your games good?

short phoenix
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How do I call a superclass' On Initialized event? It looks like it doesn't get invoked due to my child class having one.

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Ahh "Add Call to Parent Function." Wow that's wild.

lyric rapids
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is there a reverse of that function add to viewport like remove from viewport or something because i cant seem to find it

gentle urchin
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Remove from parent

lyric rapids
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thank you

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the print string is calling so i dont know why remove from parent isnt working

gentle urchin
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Have ypunadded several of them?

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I prefer letting widgets like that maintain their own lifetime

lyric rapids
gentle urchin
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Are you 100% sure

lyric rapids
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yeah i only call add to viewport once in my level blueprint

gentle urchin
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During what event

lyric rapids
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custom event in tick thats on do once

gentle urchin
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๐Ÿ˜…

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Dont use tick for this

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Theres beginplay

lyric rapids
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no cause i dont want it called at the start of the game

gentle urchin
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Then call the custom event when you want it to

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Gating it on tick is weird

lyric rapids
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I am after a branch then a switch node

gentle urchin
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Still weird

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If you do PIE

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And open the widget in question

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When its spawned on screen

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You can see the object selector in the top bar menu

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Check how many entries there are

random pulsar
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i have to make the player know what he need to collect and i have a lot of collectables,i thought about changing material ,but there are a lot of materials in the scene,i added a point light in the parent but it looks trashy

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any sugestions?

gentle urchin
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Some sort of vfx flair

versed sun
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Overlay Material

gentle urchin
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Visual effect

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Hzd uses sole vfx when in proximity

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You can see it next to the target

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With the triangle on top

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Showing their 'category'

random pulsar
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oh thanks,idk visual effect looks complicated,but a material is fine for my level ๐Ÿ™‚

gentle urchin
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Highlights is a common thing

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Not very complicated to setup

random pulsar
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i found this one,which i am trying already

random pulsar
gentle urchin
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Neat

thick prairie
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Hey guys. Can someone give me a few ideas why some UI elements are semi-transparent in playmode while they should be opaque as it's shown in those editor screenshots (the ones with with skill name and black background). Also there's some render order issue.

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Ok, I managed to fix the render order, but i have no idea why they're transparent in playmode while they should be solid black :/

versed sun
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is solid black 0,0,0,0 or 0,0,0,1 ?

thick prairie
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@versed sun 0,0,0,1

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Every parameter with color information i could find, has alpha set to 1

crude cradle
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Hey! Is there a good way to modularise blueprints for gameinstance?
In c++ we have subsystems, but is there some equivalent to it in Blueprints? I guess separate event graphs and functions in categories work - but I was thinking of splitting logic into a separate blueprint alltogether
Is there a common good pattern for it?

random pulsar
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i thought i am a genius and can cheat a little and turned out i am dumb not genius)

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i wrote this in every child overriding the overlap event,so if ineed to change smth i have to do it in every child.And this is because i was lazy and didnt know how to make an inventory system

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and these are only the first ones,i plan to add more,and also 7 different levels๐Ÿ’€

gentle urchin
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Do it in the common parent

random pulsar
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this is how it works now

random pulsar
random pulsar
gentle urchin
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If there is none , create one

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No

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Im never free ๐Ÿ˜…

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Tied down to the chains of responsibility and parenthood

random pulsar
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so the problem is i need to know what child i am overlapping with,how can i do this in parent?

gentle urchin
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You dont need to know which one

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Any child of parent has the overlap event with shared functionality

random pulsar
gentle urchin
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Wrap it up in function and let children override that function if they deviate from the standard

random pulsar
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yeah but this setup is not good,i need to display how many plants he need to collect ,each one now has its own variable in player

timid yarrow
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I don't know anything about multiplayer. When I increase the number of players up to 2 and play, I can move on server but not on client. The client is like stuttering or something. I don't know anything about replication. How do I fix this?

thick prairie
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Ok, I manage to fix my transparency issue - my canvas panel ended up i some weird place, totally outside of my UI elements

gentle urchin
random pulsar
gentle urchin
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You do need amounts in the player still

random pulsar
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i dont get it

sand yacht
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is there a way to only open a level after compiling shaders has finished?

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i dont want players to be looking at an untextured world for half a minute when they load into the game

frosty heron
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If u r doing stand alone test u can ignore that bit

undone bluff
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Compiling shaders is iffy, games tend to do that on the fly or precompile on startup

rain lotus
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I created a new project with all the updated assets I intent to use. Migrating over the custom files from my old project, is it safer to override or not?

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ideally I would like all the custom child actors to link to the latest assets (not override) if it's safe

frosty heron
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In package game u should never see compiling shader. That is something that gets compiled before u even run the game

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U only see it in standalone editor test. Disregard that

undone bluff
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No it's hardware specific afaik

frosty heron
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For?

undone bluff
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If you know the target hardware you can have shaders compiled for it

frosty heron
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I know nothing about this. It's certainly possible to compile shader at run time but that will require intervention imo

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In case of unreal out of the box, if u package a game u should never see compiling shader

undone bluff
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Shaders need to be compiled differently for different gpus

frosty heron
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Do you have anything I can read or able to replicate it?

undone bluff
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For most games it should be compiling on demand as needed

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Without too many hitches

frosty heron
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It should be compiled before u even run your game

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Imo

frosty heron
undone bluff
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I'll find something just a sec

frosty heron
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Cuz I can't get it to show up with my laptop or pc

undone bluff
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not exactly what you asked for but still useful

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Submitjobs function lets you request async compile of shaders

frosty heron
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Ye but I'm saying I think it will require intervention, not something out of the box in unreal

frosty heron
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Prob useful for games like modern warfare 2 when one need to compile shaders at run time

undone bluff
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Returns the number of remaining compilations.

frosty heron
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But out of the box, is that the default behaviour?

undone bluff
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default behaviour is compiling shaders as they are loaded into memory I'd assume but I'm not 100% sure

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I was hoping there was a docs page on this topic

frosty heron
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Well can't say I understand how things work

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It's just I never see the notification unless in stand alone pie test

undone bluff
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oh found something

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check the Shader Compilation section

frosty heron
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I will read that. Ty

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So it's run time then using the streaming method u mention above

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Never know that

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Must be really fast in packaged game or it already have cached shader map

undone bluff
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well shaders only have to compile once so that definitely helps

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I remember reading about some games just straight up spawning in stuff in the main menu to force shader compilation

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honestly it is something you do notice

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I remember Elden Ring having some hitches when some assets load in for the first time

frosty heron
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๐Ÿ‘

sand yacht
silent stag
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hey , when i play game in small screen my widgets stay same size

timid yarrow
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What's wrong on this code

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i tried to replicate it

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but it didn't work

lofty rapids
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i feal like that custom event is using an axis value from the other event, not sure how that works

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maybe its cache from the last value pulled out ?

timid yarrow
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which custom event?

lofty rapids
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or maybe it's not custom but multicast movement

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when does that fire ?

timid yarrow
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it fires when a movement key is triggered

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w a s and d

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oh sorry

lofty rapids
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so you run the event on triggered ?

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i'm not sure what that axis value would be at the point that other event runs

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because your pulling out of the other event

timid yarrow
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i am trying to make the multiplayer thing

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i am going to try another thing

lofty rapids
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i have not done multiplayer yet so idk, just looks weird like that

timid yarrow
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thank you anyway

timber crystal
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Hello guys i hope every body is weeeeeeeeeeeellllll

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i have a ezy to fix problem ๐Ÿ˜„

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screenshots follow

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thats my tutorial tirgger box but why it stops my enemys when collision is just on overlap? and not on block

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more images follow

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thats the enemy

thin panther
timber crystal
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ok i got it

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thanks

zealous fog
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Anyone know the differnce between these two nodes?

lofty rapids
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constant "Tries to reach Target at a constant rate."

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the normal one "Tries to reach Target based on distance from Current position, giving a nice smooth feeling when tracking a position."

brazen pike
chilly oak
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I want to know whether there is a bp script for the recoil system of i follow virtus videos for fps shooters using tps template

zealous fog
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I had read the tooltips but read the same one twice I think

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lol

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thanks

random pulsar
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@zealous fog i read in your profile that you are a game design student,from what country and what university?I am asking cuz i am also at game design

timid yarrow
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How do I make any game multiplayer in blueprints?????

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So how do i make a roll a ball type game multiplayer???????

rare moss
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What is a roll the ball type game

timid yarrow
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There is a static mesh that you can move it by adding impulse to it

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(My static mesh is not ball, a chair by the way)

rare moss
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Anyways multiplayer works by syncing (as few as possible) things between clients so the game looks the same for everyone

neon hedge
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Replication ^

timid yarrow
rare moss
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So you have to replicate things
I'm no unreal expert but I've seen some checkboxes somewhere while watching others which allows you to replicate a certain variable or whatever

timid yarrow
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when i try to replicate events in my pawn they don't work

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for an example:

rare moss
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Oh you already tried something, why didn't you say?

timid yarrow
timid yarrow
frosty heron
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Crossing over like that not gonna work

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Multicast rpc run on every players machine

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Not gonna work

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Also if u want to pass something via rpc u need to pass the variable

timid yarrow
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i didn't get it (sorry for my brain)

magic gorge
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Multiplayer has many concept you need to see first

frosty heron
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My advice is to ditch multiplayer if you don't have years of experience with unreal

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Bp multiplayer is also very limited

magic gorge
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Rpc, repnotify, authority etcc

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You cant start multiplayer as first thing surely but mainly you cant if you dont know the framework

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My suggestion at least

frosty heron
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Rpc replication repnotify is the easy part too btw. Multiplayer goes way more than that

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You can make multiplayer chess game or anything that don't depend on lag with bp if u can get past the replication part

rare moss
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Multiplayer is very very complicated, especially if you are new

frosty heron
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But if u doing shooter and real time action with bp, I would just make single player tbh

timid yarrow
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So you guys are suggesting that i should use c++ when i am making multiplayer game?

magic gorge
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You have experience or first project at all?

frosty heron
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110% you can also ask the mod that does multiplayer game in #multiplayer

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That's not to say bp multiplayer is impossivle

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It's suffice for certain edge cases

rare moss
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Well you could but it sounds like you currently have trouble with general multiplayer concepts atm, maybe make some tiny test projects

timid yarrow
magic gorge
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Ive done a simple multiplayer game in full bp, its possible infact and im a junior we can say 4 years on ue

timid yarrow
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it's my first time to try multiplayer and i unsucceed

magic gorge
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But as starter project i would say its a waste of time imho, or at least surely you learn something but its lime making a mmo as first game i think you should try to learn other stuff first

rare moss
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Maybe its a good idea if you are dead set on multiplayer to make some very tiny projects with multiplayer to learn single things

rare moss
magic gorge
rare moss
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But if the pitch doesnt go well they plan to make the multiplayer themselves which I can only imagine the chaos that will be

rare moss
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Hes already been working a year, but this is getting more offtopic lol

magic gorge
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Its easy to unsucceed if you dont know how it works, player controllers are only on server, and you have only your own on client, ui is present only on owning clients, i could write soo many things but you have to know how to move, where stuff exists and where doesnt, what you can call from client and what on server, etcc, i suggest watching the docs on how to make multiplayer experiences

frosty heron
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Sounds like a scam tbh. If someone gonna pitch in mmo at least u want to see the networking part working

magic gorge
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Mmo with dedicated servers which is a pain

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As first thing is like a joke to me

frosty heron
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Real mmo take a lot of software enginers

magic gorge
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As i know you have to compile the actual ue5 to make dedicated server stuff well

rare moss
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I can verify that he has been working on it for the full year like he is putting an absurd amount of effort into this

magic gorge
# timid yarrow it's my first time to try multiplayer and i unsucceed

Anyway, if you still here, i hate many tutorials but at least watch how the multiplayer framework works, whats on server whats on client etcc, you can also watch the ue docs online, it has everything, then you can see how to replicate stuff, and start with small things, then you can go on advanced stuff, my opinion, its your journey so you do what you think ita best for you

rare moss
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Agreed

frosty heron
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Youtube tutorial is bad in general but for multiplayer is even worse

timid yarrow
frosty heron
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I seen ppl spawning actor with multicast and everyone was thinking him in the comment section

timid yarrow
frosty heron
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Some tutlrial is good like delgoodie but in general most bp multiplayer is a scam

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Like sprinting using cmc in blueprint...

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They never test it with actual ping. The moment lag is introduced the game is unsurprisingly broken

magic gorge
timid yarrow
frosty heron
frosty heron
timid yarrow
frosty heron
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Those are the best gem u can get to start with mp

magic gorge
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Good luck anyway

timid yarrow
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thank you for all yours suggestions

magic gorge
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Dont surrender hahaha

frosty heron
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The struggle never stop for all of us

gentle urchin
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Relatable

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Eyes on the prize

topaz gazelle
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Is there a way to use Event Tick selectively? Like if I want to draw a line trace on keypress but not all the time?

random pulsar
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can someone join the vc i have a quescion about inheritance,parent-child

topaz gazelle
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I COULD do this but I'm just curious what alternatives there are

versed sun
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Event Dispatcher

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Timer

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When you set Condition to True, Call Event or function

topaz gazelle
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doesn't an event dispatcher just call the function once though?

solid needle
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Hey everyone, I have a synty pack I'm using and wondering the best way to RANDOMIZE a bunch of aspects of a character (name etc). I am using arrays with the static mesh, mateirials, name etc and picks at random but is this good for memory having all those references not being used

topaz gazelle
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Looking to enable/disable the tick function on an event

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or flag

hushed pewter
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Set Actor Tick Enabled, if your looking to disable the whole class.

topaz gazelle
hushed pewter
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Well yeh it should stop physics and such, anything that uses tick.

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Using a single bool on event tick isnt too bad. If you're super concerned around performance you could make the function in c++

undone bluff
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set actor tick enabled does not affect any components or physics (physics don't run on tick)

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if you need event tick you can do it in a component and toggle that

undone bluff
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I have an interaction component that linetraces every frame and I just deactivate the tick when it's not needed

frosty heron
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Enhanced input -> triggered should run every frame

undone bluff
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though I want outlines when you look at something so it is running the majority of the time

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speaking of, currently, I compare the new hit result against the last one (with an outline) and if it's a different actor/component I remove the outline from the last one

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is there a better way to do it

magic gorge
#

Tick optimization has a big depth but disabling tick doesnt disable physics calculations which are managed by other components, the only thing tick is related in physics in an actor is for tick groups, which is a very deep optimization that i dont think many of you need

#

This is explained here but not your case, just for the misconception that was given

#

Tbh i would do like he said with trigger on enhanced input or the timer, disabling its ok but doesnt work if you want to use tick for other stuff

magic gorge
#

its taking a moment to open the project hahahah

hollow meteor
#

Why does this print "Server: NO MOVEMENT" but can my clients still move around freely? I expect the server to block the client from moving because of this. How can I make sure a client doesn't move?

hollow meteor
magic gorge
#

like on disable input you run a "run on owning client" to do disable input

#

not all the event

hollow meteor
magic gorge
#

the thing is that you are deciding when the player cant move but you are setting it on the server not on the player, player doesnt know if you dont replicate it, the server should validate inputs

hollow meteor
#

well thats my point exactly - I'm setting the servers' client movement input to "disabled" - so I would expect my clients to try and send input but the server shouldn't allow that (and the clients should look all jittery, snapping back to the servers' actual location)

#

right now i can see my clients moveing smoothly on all clients ๐Ÿ˜ฌ

#

when I run "AddMovementInput" on the client, and the server receives that, it should say "nope - your input / movement mode is disabled, i disregard your movement request"

#

(thats why I've put the "switch has authority" in there, to test)

magic gorge
#

btw has authority shouldnt change anything

#

because the event onpossessed is a server only event

#

you can see it on the icon too on the event

hollow meteor
#

yeah the input is hooked to 2 things (possessed on the server, on rep state on the client)

magic gorge
#

oh gotcha

hollow meteor
#

so yeah I'm trying to figure out how to make the server authoritive in not allowing input basically ๐Ÿค”

magic gorge
#

btw you might need to watch a bit better also the multiplayer framework, i mean onrepstate is called where and when?

hollow meteor
#

onrepstate happens on clients only when the state is changed (the messages show that it works in time)

magic gorge
#

its not a replicated to server event etc... its not well made, also if the state changes if you dont use repnotify might be not in sync with others if has some logic

hollow meteor
#

this is what it shows when I remoev the switch has authority, and I can now indeed not move the character from the client

magic gorge
#

ofc, the disable input is called on client this time

hollow meteor
#

wait, i can -_-

magic gorge
#

depends on how you do it, i cant understand whole code like this

marsh pilot
#

Currently I'm trying to "filter" an array by if a boolean variable of any item in that array is true. Is there something I can use to do this or do I need to build it myself?

timber crystal
#

hi guys why the enemys stop moven?
they have the same collision settings like my player character

screenshot of the trigger tutorial text box also in my post

magic gorge
#

I do like this basically, I just have the linetrace, i save the actual interactor for the call for Interact event, then I call the interface SetFocused which has a retriggable delay, that means that if in that 0,1 seconds its not called again it just automatically runs what after

#

Because it keeps retriggering so it doesnt complete until i stop focussing that

#

if you did like you said you should on the does not implement interface also call a function to remove the outline etc... or check if its a different one if it is then remove the other outline and add to the new

#

also trace channel TraceTypeQuery3 is a custom Interactable trace channel i made that didnt get copied

timber crystal
#

yes normaly they move

#

when i set the collision of the trigger box for the text off they move like fish in the water

magic gorge
undone bluff
timber crystal
magic gorge
#

mmmm.... something with collisions settings?

#

affect navigation?

#

i have never done anything 2d related so i dont know if you use navmesh volume in case the collision might affect navigation

#

otherwise might be the actual collision settings that blocks the enemy and overlaps you

timber crystal
magic gorge
timber crystal
#

from the enemys? but i think if they have the problem why the player character dont have the problem

#

becuase my player can move insinde

#

*inside and so

magic gorge
#

you have to debug what they hit with the linetrace then if you use a linetrace

timber crystal
#

i use a line trace for the enemys maybe its because of that ?`waht kind of info can i give you to get help ^^

magic gorge
#

also try to set overlap only on the class you want to overlap and ignore others

#

like pawn, you dont use destructibles, or just visibility camera even if it shouldnt be a problem

#

just cleaner

timber crystal
#

okok i set now the line trace for duration but cant see it ingame

magic gorge
#

also if you think it might be collision you have to try to set all to ignore, then see if it's the issue if its not its not collision relatedc

timber crystal
#

ohh no sorry i see the line trace

timber crystal
#

but then also my player cant overlap it

#

no text ...

magic gorge
#

now try with overlap pawn

timber crystal
#

ok they move now but no text because i dont now why?

gentle urchin
#

Oops, im late to the party.

magic gorge
#

when does the text appear?

magic gorge
timber crystal
#

i try it with all collsion enabeld types... but they block the enemys by movement

#

very tricky problem maybe i need to ask my teacher next weekend ๐Ÿ˜ญ

marsh pilot
lavish barn
#

I am trying to follow a tutorial and cannot see the option for the Item pin.

lavish barn
#

Yes

magic gorge
lavish barn
#

How do I do that?

#

The guide says to expose on spawn but there is no option for this in the details of the variable

magic gorge
# marsh pilot This is what I was able to come up with

Depends on what you have to do you can do a helper function that does that instead of creating an array, like getUnderConstruction pure function and return the array which id essentially a local variable to return at the end of for loop

#

On the variable under the type should be present 2 tick boxes

#

Instance editable and expose on spawn

lavish barn
#

This is what I see

magic gorge
#

Is that a variable on the widget itself or on a function on the widget?

lavish barn
#

On the widget itself

magic gorge
#

Im not sure thats the right window

lavish barn
#

Is there another window to create vairable

gentle urchin
#

Show the entire window

#

So we atleast can make better guesses

timber crystal
lavish barn
#

This is the guide

#

On another widget I am trying to create this one and feed in the item so it knows what to pull

#

Hope that makes sense.

#

The option is there for other types but not this one

magic gorge
#

Maybe thats an issue on that variable type

#

What class type is that

lavish barn
#

USTRUCT

#

The file needed Blueprint Type for some reason

#

I can see it now.

tidal nebula
#

I wannaa ask u something

lavish barn
#

Sure

tidal nebula
#

About the blueprint

gentle urchin
#

A workaround is to just make a settter function for itz and call that right after creation. Whatevers on construct that relies on this info can just be updated in/ after this function

wispy badger
#

Why isnt my screen mode getting changed?

#

when I put Print String at the end of the cycle (after Get Game User Settings), it prints the value correctly but it doesnt want to set it

gentle urchin
#

Musnt you also apply ?

#

The new settings...

wispy badger
#

Oh, right. Adding this node worked. Thanks!

north lynx
#

Hi!
I want to make, that the player stands still, but the camera rotates 90 degrees when clicking the button.
At first I wanted to make that using Timeline, but that's not working
Any ideas? I'm new in UE5

leaden dock
#

when i want to line trace in a UObject blueprint function, what exactly do i need?

#

a reference to the world? but i cant find a way to pass a reference to the world

#

i can pass a reference to the actor, but the actor alone doesnt seem to enable me to make a line trace

undone bluff
gentle urchin
#

You can have an actor that has a function that does the teace and returns the result

gentle urchin
#

Or give the uobject world context

#

C++ if so

tight pollen
#

I want to use "soft object reference", if I use it on blueprint, will it help?]

wispy badger
#

How could I reuse a blueprint in other blueprint?
I'd want to transform these nodes into a function or something that I could hook up to

wispy badger
lunar sleet
#

there are other differences but that's the main one

wispy badger
lunar sleet
#

a tick = a frame, so depending on your framerate it'll be 1/120 , 1/60, etc.

wispy badger
#

in this example it would complete in one tick I guess

lunar sleet
#

then function is fine

steady night
#

hey guys need help how would i make the linetrace go towards middle of screen :/?

lunar sleet
steady night
#

it starts based on players rotation

#

@lunar sleethm and then ?

noble ledge
#

Does a "DoOnce" node only apply for each function call or is it during the entire life of the object that holds the function?

noble ledge
#

by runtime are you referring to runtime of the function or entire program?

lunar sleet
#

the entire program

noble ledge
#

ok thanks

wispy badger
lunar sleet
steady night
#

well i mean something like this ? i need to * with forward vector also somehow right

lunar sleet
#

like I said, it depends on what you mean by center of the screen.

steady night
#

yeah well baiscly i want it working like a 3rdperson shooting settup

#

shoot at crosshair*

#

basicly

lunar sleet
#

if you mean from the char's perspective, then just get the char's fwd vector, x by how far you want to trace, add it to the char's location and that's your goal location

steady night
#

so not linetrace towards the player hud center really*

#

well i want the rotation included also i mean

lunar sleet
#

fwd vector rotates with the char

#

it's where the capsule is facing iirc

steady night
#

like this , im my head it would linetrace from the camera straight forward right

lunar sleet
#

no, you need to add the result of the multiplication to the current cam's location

#

feed the Sum to the end goal

steady night
#

@lunar sleet getting closer :/?

lunar sleet
steady night
#

ok add

#

aye that got it working ๐Ÿ˜›

#

was obvious

#

thanks

wispy badger
#

How can I make a "motion blur" option in a settings panel?
I have a checkbox for enabling and disabling a motion blur but how would I connect it to the actual PostProcessVolume that exist in a different level?
How could I save UI values to the other scene?

undone bluff
#

I just use execute console command r.MotionBlur.Amount

wispy badger
#

Thats not flexible tbf

#

What about aliasing? What about vignette? If I'd want to configure every PPV property, I cannot use console commands

plush ridge
#

Layered blend per bone (spine_01) causes the affected bone(s) to scale to 0, no parameters in the node fix this โ€” any ideas?

undone bluff
#

it has anti aliasing quality

#

but setting the method? console commands

#

turning on DLSS? console commands

wispy badger
#

What about custom world settings? You cant use console with that

undone bluff
#

aren't world settings and post process all just overrides of project wide settings you can set from the console?

#

I think so but might be wrong

wispy badger
#

I dont know

#

Im a nooby at ue

undone bluff
#

but I got all the settings I need that way at least

wispy badger
#

I dont want to go into the console's rabbit hole if I dont have to. I'd like to use something else

#

Something more transparent

undone bluff
#

UGameUserSettings can do a lot and helps with saving/loading

#

I don't think you can apply other settings without console commands though?

wispy badger
#

You mean GetUserSettings? Yeah, I do use it for vsync and resolution as that is the only way to actually set these properties

undone bluff
#

in blueprints at least

#

you can of course adjust post process on a camera or volume, you'll just need to get a reference to it in your instance where you load the settings, but adjusting the project wide post process seems like the better approach to me

#

any other post process settings are just an override of that

wispy badger
#

The thing is, the options would only be available once in the main menu. No dynamic changing afterwards. So I cannot get the reference to PPV because it doesnt exist yet

undone bluff
#

I think for settings it's a good idea to store them in a json config file

#

you can do that with blueprints

wispy badger
#

Redundant for my use case

undone bluff
#

there's a plugin called "json blueprint utilities"

undone bluff
#

if you don't need saving store settings in the instance

wispy badger
#

Apart from creating any files

lost wolf
#

in a class maybe?

undone bluff
#

save game object but they create files as well pretty sure

#

json is just nicely editable as you'd usually want settings to be

lost wolf
#

you dont need to write a file every time you click a setting, you do that when you click on save settings

wispy badger
wispy badger
wispy badger
undone bluff
#

well, then you cannot save?

#

the data needs to go somewhere

wispy badger
#

The data can remain in the app. Not saved anywhere but in the memory

#

Thats all I need. Thats all I want

undone bluff
wispy badger
#

Instances would reset when you change levels, no?

undone bluff
#

no the game instance persists throughout the entire session

wispy badger
#

Okay, how would I save it in the Game instance then?

undone bluff
#

add a variable to it, set it in the settings and get it wherever you wanna manage to volume

wispy badger
#

Hmm, okay. Will try that

ancient siren
#

anyone know why?

silk cosmos
#

Where are you calling the begin play

ancient siren
fickle flame
#

does anyone know how to make my NavMeshBoundsVolume show? Everywhere I look says to push P but when i do nothing happens

turbid pecan
#

Ugh my brain ain't braining. Can someone help me cross the road here?
I have two game modes, there's a small chance I might have a third eventually. What I want is to have a pure function that returns whatever the current game mode is being used in the level. So far I have what's in the screenshot, however this is ugly and forces the caller to then figure out what output to pick. What I was hoping to do is to return just a generic reference to whatever the game mode is from this function. Now.. if GameMode vs GameModeTown are diff types for that intent, I have no idea how to go about checking which one's being used and only returning that as a generic ref that a caller then can rely on as a single output from this function..

#

Unless I do this..

#

Hmm..

lunar sleet
undone bluff
#

oh wait it's answered

fickle flame
#

yeah bu appreciate it!

#

you guys in this disc are awesome fr

undone bluff
#

but yea you can set it with the console and the show menu

fickle flame
#

ok ill have a look into that!

turbid pecan
#

Hmm yeah the cast to game mode generic node doesnt get the mode

#

sadly

late venture
#

Hello all, a quick question, is it an obligation to Cast To BP_Hero to get my vars there to bind to a text in a widget ? It seems I can't use Interface in a BP_Widget to get my vars, i don't like this cast technique, if someone got another solution, thanks !

undone bluff
#

use the native HUD class

#

it gets instantiated anyways

#

mine creates the hud widget and manages it, and I communicate with it using an interface

#

you can also get a reference to the HUD from the player controller

#

so it's easy to access

late venture
#

Ok i'll try a HUD Class, thanks

late venture
#

Or i'll cast once and make a reference, good to start, will see later the optim

flint blade
#

Hi All - probably a simple thing, but absolutely driving me nuts. How do a get a reference path to my selected actor? For example for my selected actor, it should return "Content/Test/TW/Wet_Well/Cassion/WW_CAS_L8" , but instead it returns "[StaticMeshActor_UAID_18C04D91DB00C7DA01_2002680411] /Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap:PersistentLevel.StaticMeshActor_UAID_18C04D91DB00C7DA01_2002680411". I am running this blueprint via an Editor Utility Widget. Any help would be much appreciated - thanks

true valve
#

How can you get random animations in Threadsafe AnimBP? I can use RandomArrayItemFromStream. Then it always plays the same anim

frosty heron
#

Cast if fail cast if fail cast

celest island
#

Does anyone have a link to any youtube vids or tuts for modifying an aactor/components height and shape? Im trying to somewhat morph a wall after certain triggers and cant seem to quite figure it out

grim meadow
#

Quick question i ran into an issue were suddenly some of my actors dont work any more. but just one node. Spawn actor. I thought it might be some weird stuff like a thing not loading or a bool unchecked. But when I just spawn actor from class on begin play it fails (nothing else just that). I then try it on a new empty actor and it some how works as it should. any idea if this is a known issue. or if this is a corrupted file in some way?

zealous moth
#

@frosty heron have you had any luck with the "push collision" topic since last time?

frosty heron
#

I think you tried add impulse on tick, does that do the trick?

zealous moth
zealous moth
grim meadow
#

@zealous moth thats the wierd thing i tried that with the print strings everything checks out. It says actor is just invalid, obviously it wont spawn if invalid. but why is it invalid? That's why it just tired on begin play spawn actor and only that and it still does not work. and on a fresh actor its fine.

zealous moth
#

if it's an actor difference, then the cache is corrupt

#

scrap the bad one and use the new one

#

an no, you cannot recover bad cache, I tried

grim meadow
#

hmm, shoot there is a couple of actor that are having the issue and they are a bit complicated. I am sure i will bite the bullet if i have to at the end. Maybe its from me zipping it up and saving a back up to g drive?

magic mica
#

I am moving my character in the X-Y plane on a surface that varies plus or minus 25 in Z, but the transform places the character under the surface geometry every time. How do I set it to land on top?

willow cedar
#

Is there any way to Animate the Cable Component based on a Spline?

main lake
#

Guys, I need to have my character's head rotate towards where he's looking at, how to do that please ?

trim matrix
silk cosmos
#

Question for anyone thats familiar with common ui. Ive set up my input data to use my click and back actions that are defined in my input action data table and my input data is then assigned in my project settings. All of this is set up correctly - I've triple checked it at this point. The back action is working correctly for the key I've assigned it to, however the click action is not. I have set it up to work with "Enter" , but for some reason its always using the default of "Space" and "Gamepad face button bottom". Even the common ui overview live stream from Epic that was created over a year ago wasnt able to get the click action to work lol. Is there possibly a setting im missing somewhere or is this just a bug that hasnt been fixed? The back action is working fine, no matter what key I assign it to. Its only failing to work with the click action.

frail onyx
#

Anyone know how to make it i can have certain buttons be disabled and i'd have to lets say interact with something else to allow the button to be interacted with but some other ones are able to be interacted with from the start? I was using this tutorial for a key and door system but instead of using a keys for doors im using buttons for doors https://www.youtube.com/watch?v=Bcle9sSS4Oo

This is how to create a locked door and key system in Unreal Engine 5. This allows you to have multiple doors and multiple keys in your level, with specific keys opening specific doors.

Get access to the project files and more on my Patreon: https://www.patreon.com/MattAspland

Check Out My Game Studio: https://www.copagaming.co.uk/

#UE5 #Unre...

โ–ถ Play video
#

basically i just want to have one button that's is sparking and not functional, but all the other buttons are working, and if i turn on say a generator or something it re allows me to interact with the button and stops it from sparking

undone bluff
#

generator activates button, button activates door, you can do that with one interface function

frail onyx
undone bluff
#

is it not separate?

#

every button you place is its own instance

frail onyx
#

uhh im not sure i just have one bp for my button and at the bottom is how i make them only work for the door its assigned to

undone bluff
#

yea those are three instances

#

if you change the variable in one of them it won't affect the others

frail onyx
#

wait where do i change the variable in one of them? if i change it in the bp it seems to affect all of them

undone bluff
#

if you change it in the class BP_Button you set the default

#

when you drag the class into the level editor you have an instance

#

you can change the initial state of public variables in the detail panel like you're doing with the Door reference for just that instance

frail onyx
#

OHH do i need to set the variable to instance editable and expose on spawn to checked?

undone bluff
#

the BP_Button in your level is basically a child class of the BP_Button in the browser

#

each instance is a unique one

frail onyx
#

ok

#

thanks that got it to work

undone bluff
#

you can abstract your interface more, instead of press button you can just have an activate function and every actor can interpret it differently

#

e.g. when you activate the button it allows interaction and when you activate the door it unlocks

#

only make specific distinctions when you need them

#

how exactly is a matter of preference, but having a unique function for every little thing gets messy real quick

frail onyx
#

oh so instead of making like a bunch of different functions like press button for buttons or switch lever for levers ect. i can just make one called like activate on each bp? and assign them to different bps that they can activate?

undone bluff
#

yea using such abstractions you can stay flexible and use any kind of switch to activate any kind of device

#

all switches would just send out an activate interface call and all devices would implement it in their own way

frail onyx
#

ok nice! So basically it would be like, i'd have a door with the activate interface and in the button bp i'd have the Activate function with the target as the bp door variable, and on the button bp i'd select the door id want to communicate with, then on the button i'd have the activate interface also and in my generator bp i'd have the activate function with the target as the bp button variable?

#

hopefully I'm understanding this correctly lol

undone bluff
#

Yea you can actually just make the door variable a generic actor reference and call it "target"

frail onyx
#

do u know why it says get door on the bottom still though?

undone bluff
#

Search results probably just don't refresh

frail onyx
#

ok

#

Tysm for the all the help!!

wanton hemlock
#

heya, sorry for the question but my brain is fizzled out and I now turn to others for help. I'm trying to set up a blueprint for an actor that basically checks if a certain actor is present during a level. And if the actor is present it does nothing but if the actor isn't it creates said actor until it doesn't exist. any tips or suggestions?

bleak mason
#

this is a quiz and the correct answer is array 0, if the player picks anything else i need the engine to act as if they've pressed 1 (which is already mapped to take damage)

#

it should be really simple but idk which nodes to use ๐Ÿ™

wanton hemlock
# main lake I'm not sure to understand.

sorry um, the best way I can try and make sense of it is like you are trying to see if a box is in the level. when this box disappears it should just create another box in it's place.

main lake
lyric rapids
#

all those squares are seperate objects, in blueprints how would i get the vector3 location of each square and add it to an array

bleak mason
# main lake Just call "Apply Damage"

the condition is what im having trouble with. it should be this but idk how to script it. sorry for the noob question i know its such a simple thing to do ๐Ÿ˜ญ

main lake
bleak mason
#

it doesnt detect yet. thats what i need to do. i assume it'd be happening under condition

main lake
main lake
bleak mason
#

oh yeah it is a ui thing he needs to click

#

thats what it looks like. first one is the correct one

main lake
# bleak mason oh yeah it is a ui thing he needs to click

Create a variable on your BP_Character of type integer and call it something like "answer", and on your UI blueprint, when he presses a button, you get the player character > cast it to your BP_Character > Get the "answer" variable > Set it to the value you want.

Then in your BP_Character where the condition you showed me above is, you do > If "answer" == 0

gentle urchin
steady night
#

Why is my Widgets Acting like this ?

#

the first screen is in Editor

#

the 2nd one is in game

#

Sizewise its all messed up ??

gentle urchin
#

perfect res vs imperfect res / scaling

steady night
#

yeah but how can i adjust that or whatever

#

aeverything is default

#

DPI scale 1.0*

#

set to 16:9 1920x1080

#

thats what im testing on also

gentle urchin
#

pixielsnapping also doesnt help

#

they even seem to be unevenly distributed , which doesnt help imo

#

right and left side...

#

i'd keep them all the same size

#

and adjust the border so it fits

steady night
#

they are ๐Ÿ˜ฎ

gentle urchin
#

they're definetly not

steady night
#

oh true mb

gentle urchin
#

see how scewed this is

steady night
#

yy left was 9 right 8*

gentle urchin
#

intelligence is 6th row, and matches with defense, which is 5th row

#

9 is also just a tiny tiny size

#

especially if scaled down further

#

the res shown in editor is way higher than what you have in game

#

like... its probably full hd at any scale ?

#

the "0" is 74 pixels across in editor vs 8 in game

#

not sure if you can make the edtitor look like it will do at a given res in-game ?

steady night
#

i mean it should ?

gentle urchin
#

It clearly doesnt

steady night
#

yeah but this is weird

gentle urchin
#

it's common nevertheless

#

common pitfall

steady night
#

aye

buoyant mica
#

Hey blueprints channel hivemind. I'm super new to UE (just started back in the beginning of January), so I'll try to articulate my question here as best as I can, but I apologize if the way I'm describing it is off. I'm mostly just looking to be pointed in the right direction of where I can learn how to do this myself.

I'm prototyping a game where the main mechanic is you have a cat which can hunt small animals, and you need specific animals to solve puzzles. The levels are set within urban places like a subway station. You'll tell the cat to go hunt and it'll start to slowly pathfind its way to a spawn point which has an X percent change to spawn the particular prey you want.

I tried looking for tutorials on things like getting a dog to go fetch, but there's not much out there for things like that. This is all very much inspired by Rule of Rose, if that isn't immediately apparent lol.

Anyway! I appreciate y'all. I hope this isn't too ambitious in scale for a first project. standing_cat

lunar sleet
main lake
buoyant mica
manic rover
#

Good morning from Spain :). Could anyone tell me a course on YouTube to learn Unreal from scratch, please? I was following the gamedev.tv course but it's crazy to keep up with it :S

lunar sleet
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Look up your first hour in Unreal, on the epic learning portal

thin panther
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The portal also has some great projects like stack-o-bot, that are sort of guided follow along projects made by Epic

manic rover
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Thank you.. .let's go to Unreal website! ๐Ÿ™‚

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I looked at those links but only saw things that seemed very advanced or C++ stuff. Sorry, maybe I didn't look properly :S. But knowing that there's a guide on the Unreal website, I'll go for that ๐Ÿ™‚

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Wow... I can see it in Spainish too! Thank you again, Laura! ๐Ÿ™‚

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Spanish

buoyant mica
manic rover
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Last question about the paths of 'Video Games' or 'Film,' which do you think is better to work in? I really like both ๐Ÿ™‚

manic rover
thin panther
modern elk
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Hello everyone, I have a question regarding the LaunchCharacter node. I would like to push the mob to a certain distance, so that it would be like pushing away, and not teleportation, and also without SimulatePhysics.

Any ideas on how this can be implemented?

manic rover
thin panther
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Definitely have a play around and see what you enjoy in that case then.

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See if C++ in unreal is your jam, or level design, or game design. See if something in film is what you enjoy, then just hone that.

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If you want to work solo, it's a bit different as you wear many many hats

buoyant mica
# manic rover Last question about the paths of 'Video Games' or 'Film,' which do you think is ...

I think that depends on your goals and how much interactivity means to you. Of course there are games that are sort of a hybrid between the two because they really try to deliver a cinematic experience. But interactivity brings with a lot of unique considerations, such as game feel. Stuff that usually is fairly invisible if you do it right. If all that feels like a headache, then film is probably the way to go.

For me, I'm obsessed with all that stuff, so that's why I'm pushing myself to learn it.

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(I'm an artist and not really a programmer. sadcat )

manic rover
# buoyant mica I think that depends on your goals and how much interactivity means to you. Of c...

"For me, I'm obsessed with all that stuff, so that's why I'm pushing myself to learn it."

Both things? I like both too, but there's a saying in Spanish that goes 'El que mucho abarca, poco aprieta'... I think it's impossible to translate :D. That's why I wanted to 'focus', but if the courses on the Unreal website are not very long, maybe I'll try both things. And I won't write anymore because I want to leave you all in peace! ๐Ÿ˜„

buoyant mica
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Enjoy! That's the important part.

For now I'm working on coloring in some concept art before I get back to learning this AI pathfinding stuff. meowheh

glossy bolt
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hello guys , when i use this node to move the actor throw projectile it snap the actor to last position not moving throw the projectile path it snap's it.

wicked cairn
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Hello! I'm making a fishing mini game that occurs when fish is hooked, and want the player to have to click when a visual circle reaches an indicated spot around the fish to successfully capture it! Any suggestions on how I could get this done? Kinda like a rhythm game mechanic

celest lotus
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any idea why i am getting an hit on surface, when i set the collision response of that actor as ignore. I m doing a sphere trace in a custom trace channel and the actor its hitting has the response of that channel to ignore yet its still giving the hit. Its actually a geometry brush if that would make any difference

vestal jolt
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If I construct a UObject in Blueprint do I need to save it in Blueprint variables or anywhere so it is not garbage collected?

fiery swallow
gentle urchin
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A hard pointer afaik

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Not a weak/soft one

vestal jolt
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mmm, I know how to create a weak ptr but how do you create a soft ptr?

gentle urchin
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Soft object reference,

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Can be picked from the dropdown menu where you pick ref or class var

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Theres also soft ref and soft class

wooden cave
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why its this not working? im trying to do a "slow zone" but the speed just doesnt interpolate it just jumps

gentle urchin
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Is this on tick?

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This looks wrong

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You want. A static target speed

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Not one that moves with the interp

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Or you may not want interp at all

wooden cave
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with the trigger box

gentle urchin
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Right

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So you just wanna adjust the max speed

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And let the vehicle act acvordingly.

wooden cave
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when car overlaps with box = car slows down gradually

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pretty much

vestal jolt
dire frost
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Weakptr just forces your to check and claim ownership of the ptr before using it

wooden cave
vestal jolt
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Thanks for the answers guys

gentle urchin
wooden cave
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chaos vehicle

gentle urchin
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so it runs on physics

wooden cave
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yes

gentle urchin
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i would guess there's still some throttle limiter , if not speed limiter directly

wooden cave
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the gear ratios its what limits speed of each gear

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that + torque but

gentle urchin
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and some rpm range i gues

wooden cave
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but decreasing torque going 120 wont slow the car down

gentle urchin
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correct

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you'd need to apply brakes

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seems there is a max speed

wooden cave
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there is

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a node, but cant find a value to change or anything related to that

gentle urchin
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do you know any c++ ?

wooden cave
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all i could do to limit is rpm/gear ratio/torque

wooden cave
steady night
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how many here jhave released their own game ?

gentle urchin
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ugh

wooden cave
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what does that mean?

gentle urchin
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not much atm

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trying to see if there's anything we can add to grant control of this

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it wouldnt slow down but

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if you'd apply breaks on the slowdown while speed > maxSlowSpeed then it would all be handled

wooden cave
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im tryna explore the braking when overlapping

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but idk what im doing but doesnt seem to work

gentle urchin
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there's basically just 2 things

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we dont need this max speed really

wooden cave
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interpolating are my enemies fr

gentle urchin
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we dont need interp

wooden cave
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then how can i make the 0.0 brake input to a 1.0 smoothly

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tried the easy node too, but im too dumb for that tbh

gentle urchin
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2 vars, a bool and a float

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a function in the VehicleAdvPawn or whatever main vehicle bp you use

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In the slowdown BP

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another small function in the car bp

wooden cave
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damn, tysm

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imma look at it rn

gentle urchin
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didnt work perfectly but

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it's in the neighbourhood

wooden cave
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yeah car aint slowing down, seems like i gotta check the main car bp to see why the throttle input its always 1

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probs a error i made not urs

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imma check all bp's just in case

gentle urchin
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On Tick

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On Throttle

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works ok now,

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I'd prefer not seeing the "jitter" from the speed surpassing the speedlimit and brakes hitting in but

wooden cave
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it is what it is

gentle urchin
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adding +1 to the tick one

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fixed it

wooden cave
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tbh imma copy what you did and then try to understand it so

gentle urchin
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so it only breaks when the speed is above speedlimit + 1

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Looks alright

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this is if we are above the speedlimit while entering

wooden cave
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i might need to check wtf i did wrong cuz my car just starts reversing on its own without overlapping xDD

gentle urchin
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๐Ÿ˜†

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Dont messs up > and <

wooden cave
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yeah now it not moving by itself, i was missing the And boolean

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imma check if everything works

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yeah it works, ty i couldnt up come with everything myself

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now ill try to add a lil math to the variable of the speed limit in the slowzone so i can convert the mph to kmh

jaunty jolt
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I need to make a feature that manages the rabbits of all players in my game. Where should i make this feature?

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Seems GameState

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Or gameinstance?

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Game mode?

gentle urchin
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1.609* mb ๐Ÿ˜„

turbid pecan
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I might now the answer but how bad is it to do this:

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Like this gets called every tick, I can't imagine this being a sane way of checking stuff

gentle urchin
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Whats it worth to you

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But theres an event any key already giving you this

turbid pecan
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I just derped. I can grab the IA action and use the event

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no need for tick

gentle urchin
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๐Ÿ˜†

wispy badger
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How can I get Game Instance blueprint in order to set custom variables in it?

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the only Game Instance I have is a non-modifiable C++ class

versed sun
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make your own

gentle urchin
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Creatw a new bp subclsss ^

wispy badger
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oh, well. Okay

versed sun
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assign it in Project Settings

wispy badger
versed sun
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no, bottom Game Instance

wispy badger
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Oh right, didnt go that much down

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thanks

versed sun
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Then you can Get and Cast

wispy badger
gentle urchin
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Depends

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You can set it up through a common bp

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Usually you have some sort of interaction between two bp's if they are ment to... interact or react tho

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How do the actors relate to each other?

wraith wedge
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hey guys, does anyone know how I can fix the camera after the servertravel? I want to make a blackscreen immediately after the loading, but it always first show the whole map as you can see from a weird perspective

wispy badger
gentle urchin
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Ppv sounds player spesific

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You could use game instance as the mediator

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Then it survives swapping levels aswell

wispy badger
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yeah thats why I need a game instance

gentle urchin
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Doesnt survive termination of the game tho, so at some point you gotta sace and load

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Personally id just skip right to the save / load

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One less bp involved

wispy badger
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I dont need to save these options anyway. They should only be remained in the same game session

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so doesnt matter

gentle urchin
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Ok

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Then game instance is alright

wispy badger
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Is it possible to check and uncheck a single setting in PPV? When motion blur is enabled, the Amount is checked with default amount. When its disabled, the Amount field is unchecked

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I see I can only set settings with value but I dont see an option to even uncheck these settings

charred vale
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hey all, why her feet stayn at place? i guess abp work correct and its related to blendspace itself but idk

tranquil saffron
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When i start my game Unreal engine crashed, and this message show up. Can someone help me?

wispy badger
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Is there a better way to do this? Unparenting a widget and creating it again seems like a huge waste

turbid pecan
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You know how some games have a "investigate" mode? Like you get to click on stuff with your mouse, but can't move or take any of the typical actions inherent to normal gameplay?

I tried making that, but its a bit of a bugger cause i want it to be on key press. But if I disable input on the controller on pressing that key, I cannot toggle it off cause - well, I disabled all input. What's a decent way to avoid this? Would it be possible to disable the movement enhanced input action temporarily or is there a way to disable actions with exceptions?

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Or would a saner way to do this be something like:

1: Have one mapping context for normal stuff and another for interacting
2: Swap them on key press by using remove/add mapping context on key press

uneven coyote
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Hate to be that guy the just joins and asks stuff right away. But for some reason whenever i try and make my drawers interactable they open fine with the key selected except they want to fall to the floor on opened instead of staying on the y and just pulling open. Any ideas? Do i need to constrain the drawers?

spark steppe
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how do you open them?

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if they are simulating physics you may want to constrain them, yes

uneven coyote
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and that would be inside the drawers themselves what would i put for that in bp's? Never had to do this quite yet so my bad.

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i did want to open them by clicking and pulling but had to settle with a simple f interaction lol

plain hull
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whenever i change roll, pitch it also changes yaw. using setworldRotation. I want to fix yaw value at 0. Any leads please

spark steppe
turbid pecan
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Yup turns out the best thing to do was swap IMCs

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god bless my lack of unreal knowledge

uneven coyote
young meteor
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Hey guys.

I'm trying to make a button with consistant edges on the left and right side. (hexagon theme)

I want to keep the inside angles at 120 degrees like shown in the picture.
I used a Hexagon.png image and draw it as a box with margins to not alter the left and right. Which works fine when I make it in its own simple test widget.

If I try to do it in my actual menu It looks like below though. How do I avoid this stretching?
I can NEVER figure out if I need to wrap it in a scale box, size box, both, none of them, or if it is an alignment option or something?

lime basin
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I've marked my progress bar "Is Variable" but when I go to graph I cant find it anywhere

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what am I missing?

lofty rapids
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what bp are you trying to access it from ?

lime basin
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widget blueprint

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the same one

lofty rapids
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it should be in your variables at the top left

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you can just drag n drop it

lime basin
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yea but its not

simple echo
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Hey all,

I am trying to implement a sort of boomerang throwable weapon, where the weapon moves in a circle away from the player and back.

I have created a new actor blueprint class, but am unsure of how to move it is this fashion.

Any help would be greatly appreciated!

gentle urchin
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You mark it as variablenin top right corner

gentle urchin
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Not the visibility marker

lime basin
gentle urchin
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Compiled?

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Try re adding it ifnso

lime basin
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yes, could be because I define it in c++ before with meta "bindwidget?"

gentle urchin
lime basin
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    class UProgressBar* ProgressBarWidget;``` like this
gentle urchin
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Possible.. not sure tbh

lime basin
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I found it

eternal latch
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hello dear friends!
Actor with box collision somehow triggers event on all clients of session on begin overlap, even server if there is one, even if it is set to owning client ONLY.

don't know where to get from there, it is kind of weird behavior isn't it?
I am not quite new to the replication, but this is slowly driving me insane

lime basin
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idk why its not in variable but gotta search for it here

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its working I was just being stupid thank you for help ๐Ÿ™‚

wispy badger
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Is there a way to get a class of a reference when the reference doesn't exist yet?

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this fails due to Get Class returning Unknown. I need to manually provide the class for Create Widget function. Any way to take it from the empty variable with a specified type?

main lake
wispy badger
lofty rapids
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you can right click class and promote to variable, thats the kind of variable you need ?

wispy badger
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Yea but then I would have 2 separate variables pointing to "the same" object

main lake
wispy badger
lofty rapids
simple echo
wispy badger
wispy badger
main lake
lofty rapids
wispy badger
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either one or the other

lofty rapids
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well then can exist, but just not show ?

wispy badger
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yes

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they should be both created but only one is visible at the time

lofty rapids
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i'm not sure what you mean, you can create them both in the HUD

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and access them from anywhere

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and hide/display as needed

wispy badger
main lake
lofty rapids
wispy badger
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that would be too much of a hassle I think. I'd rather go with references

lofty rapids
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it is references, they are just in the HUD so you can access them

wispy badger
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I mean one references the other without having to put them in a separate container

timid yarrow
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I know it would be a noob question but how can i detect the surface angle that i hit? I don't want to jump if the angle is bigger than 80 degrees. How can I do that?

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So i don't want to jump on walls